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Messages posted by: Lisa Chau
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Exp to next level is always -- I think -- a percentage of total exp acquired as of the moment when you level. So, the higher your total exp when you level, the more your next level is going to cost you.

I don't see this as a penalty or slap on the wrist, personally. It's just an encouragement to control your exp.

I have some suggestions to make, which I'll post in the Suggestions BBS. In the mean time I wouldn't take it so personally!
I just want to say to Darryl and Jordan and other violence users that I really appreciate your participation and contribution, and I know the SM guys do too.

Mark and Gary have told us many times they want to build a "wide" game, in which different characters are able to grow in many different ways. That specifically includes violence, and I remember Gary saying the Warrior role as we know it today is very primitive compared to what it will become. I'm looking forward to that evolution, myself.

So I just want to encourage you all not to take the recent changes so hard. Speaking as a cultivator of Warrior characters, I can't see that they've changed my personal playing style at all, at least so far. And anyway I'm looking forward to finding out what the evolution of the Warrior role will bring.

It's really late, I hope that all came out well!
Hey, hold on. Why would you think you're supposed to be able to flee from a Stormtrooper? This sounds like a bug fix, frankly.

And it seems to me that they're bending over backward to prevent characters getting killed. They could have simply put bug lites all over the place and not warned you. You'd be toast.
Sorry, posted that last message before I was through with it.

I just want to stress that I'm not advocating non-violence. ALL of my characters use violence, and I LIKE playing violent characters. My point is that Warriors don't accumulate exp as fast as Thieves, and that may be true of other roles as well.
Good morning everybody.

I just want to point out something which I'm guessing isn't well understood by all players. The Warrior role is at a strong disadvantage in accumulating exp compared to other roles which have more skills available.

I know this because, while most of my characters are Warriors (sorry Mark, I like killing things), I do have one level 14 Thief who's able to rack up exp and dinars far faster than the toughest of my Warriors. Faster than Kaga, too, based on Darryl's estimates. This Thief character can rack up 10,000 exp and 5,000 dinars in an hour of play, easy, and can do it without using any violence. Totally cake. This means he could gain the 500,000 exp Darryl mentions in 50 hours of play. Probably less, really.

This is 'cause the Thief role has several skills available, and exp in TriadCity is awarded fastest for use of skills. My Thief character can sneak, hide, peek, steal, and meditate his way around the NorthWest or NorthEast thirds, and those exp points simply rain. (He actually does use violence, but not for exp, instead to gain items to sell in the shops.)

So I guess my suggestion is to understand that use of violence is actually an inefficient way to grow characters. Use of other skills is faster.
Hi Darryl:

Just pointing out that the Thief role has been online quite a while, and there are some nonviolent Thief characters out there who are scoring good exp and $$. I personally play mostly Warriors, but, just wanted to point this out.

I hope your rehab is going well!!!
Myspace says it's Gary's birthday today. Happy birthday Gary!
I created a TriadCity group on MySpace. Join here: http://groups.myspace.com/TriadCity.
Have to hate that AOL pop-down ad which jumps under your fingers while you're typing your login password! LOL!
Starting another thread so maybe they won't get so deep.

Just something else on my mind about imbalances.

I'm into playing Thieves lately because it's fun to deal with the built-in Thief problem -- Thieves require a lot of dex. So when you create one with good dex you have to rob other attributes. Which ones? Both of mine are weak, and one has very low wiz.

That's the fun. I have to figure out how to compensate for these "imbalances" between dex and other attributes. Different characters try it in their own ways. Now at higher level my two Thieves are really different in their attributes.

IMO that's the fun of Warriors too. They need to up their energy. You can do it with a big con number at character creation (and then you rob other attributes). Or with con eq at level (but then you rob your practices if you don't have enough int). Or with ebony/ivory/titanium eq, or with energy shoes. There are probably more ways. Your choices are what make your characters different.

This is good! This the essence of character development.

Why would I want these differences smashed by the game system? I like them! They're where the fun is!

Over to you!
Sascha's upset about character imbalances "caused" by some characters being "rich" while others are "poor". I want to challenge the concept of "rich" and "poor" characters.

Every character starts with 100 dinars. Whatever their incomes after that is the result of how they're played.

So where does the concept of "rich" versus "poor" characters come from? And what does it have to do with whether one newbie gains con eq and another doesn't? These results depend on what the player does. There's no built-in imbalance in income. It's all about player choices for their characters.

Mark says it's a Thief's world, and I disagree now that I think about it. My Warriors all have more Dinars than my Thieves. Thieves can steal about $2000 Dinars per server boot -- well I mean I've found that many, there are probably more. But Warriors being stronger can loot McDougal's every single time it repops, which is usually a lot more often. I never send my Thieves in there, they're just not strong enough to carry much loot. The trip isn't worth it.

So Sascha I really think the only reason one Warrior has 200 energy while another has 800 is that the players played the characters differently. And I think that's what character differentiation means.

Over to you for rebuttal.
I'm starting a new thread because the last one is too long!

It seems to me that what Sascha and Michael are trying to achieve is noble: help out the newbies. But their proposal penalizes the players who are experienced or clever and who've done a good job of building up characters with the strengths the player wants them to have (and the weaknesses which are implied by those strengths! That's the trade off.)

Here's a different suggestion. Why don't guild members (or members of other voluntary groups such as the mob or the free blades) pool together to assist younger characters who are interested in joining their group? Here's how I'd do it.

The group, say the free blades, would buy a house, stock it with con and int and other types of eq, and, when a newbie says they're interested in joining the free blades or being a free blade ally -- the free blades could choose their own, you know, criteria -- then the free blades would add that newbie to the ACL of the house. Whenever that character is ready to level they'd just scoot off to the free blade house, borrow the eq they need, level up, then return the eq.

I think this completely solves the issue you raise (that some characters have more access to eq than others) and does it without higher-level characters having to be online 24 hours.

I hate the other suggestions because they put ceilings on the way players develop their characters! I think this doesn't!
Hey it's pretty quiet lately. Everybody waiting for new code to come online?
Hey the site and the game seem faster. If that's 'cause of the move this week, 'grats!
Happy holidays everyone.
 
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